Talderas
2017-03-20, 08:38 AM
I'm looking for critique and feedback on this homebrew.
Goal: Elemental affinity is a change to the combat system of 5e which has a goal of making combat more engaging through embracing damage resistances and vulnerabilities as well as expanding the options on which a player can spend his bonus action. It does this by introducing a strict system of opposing elements.
System: Damage types have been greatly altered. All spells and attacks with initially have a non-elemental damage type. Using a bonus action allows you to imbue all your attacks and cast spells with a damage type until the beginning of your next turn. Armor has also been greatly altered. Armor proficiencies no longer exist and instead of armor like leather, scale, or plate armor you instead have armor based off a given element. These elemental armors have an AC formula that is derived off your attribute modifiers and some include a static bonus. A player may switch between elemental armors by using a bonus action.
As an example of armor formulas from the game I'm intending to run. These armors do not exceed 19 AC unless the creature exceeds 20 in a stat used in the formula. Each modifier's contribution is rounded down.
Wind Armor: 11 + (Dex Mod * 1.75)
Water Armor: 13 + (Dex Mod * 0.75)
Earth Armor: 14 + (Con Mod * 1)
Fire Armor: 10 + (Dex Mod * 1) + (Spellcasting Mod * 0.5)
Lightning Armor: 11 + (Dex Mod * 1.5) + (Cha Mod * 0.25)
Ice Armor: 13 + (Dex Mod * 0.75) + (Wis Mod * 0.75)
Metal Armor: 14 + (Str Mod * 1)
Life Armor: 10 + (Dex Mod * 0.75) + (Spellcasting Mod * 0.75)
When a creature uses an elemental attack it will have one of five states. These are resistance (1/2 damage taken rounded down, advantage on saves), partial resistance (3/4 damage taken rounded down), neutral (full damage), partial vulnerability (1.5x damage taken rounded up), and vulnerability (2x damage rounded up, disadvantage on saves). It is important to note her that a give creature can either be manifesting an elemental armor or can be using a given formula due to being natively part of the element, like a fire elemental. A creature that is natively part of the elemental will immediately suffer the resistance and vulnerability. A creature that is manifesting the armor will be resistant or vulnerable to the next attack. If you are attacked water/water the only the second water attack will be resisted or have vulnerability. If you are attacked water/wind/water then none of those attacks will be resisted or have vulnerability.
Goal: Elemental affinity is a change to the combat system of 5e which has a goal of making combat more engaging through embracing damage resistances and vulnerabilities as well as expanding the options on which a player can spend his bonus action. It does this by introducing a strict system of opposing elements.
System: Damage types have been greatly altered. All spells and attacks with initially have a non-elemental damage type. Using a bonus action allows you to imbue all your attacks and cast spells with a damage type until the beginning of your next turn. Armor has also been greatly altered. Armor proficiencies no longer exist and instead of armor like leather, scale, or plate armor you instead have armor based off a given element. These elemental armors have an AC formula that is derived off your attribute modifiers and some include a static bonus. A player may switch between elemental armors by using a bonus action.
As an example of armor formulas from the game I'm intending to run. These armors do not exceed 19 AC unless the creature exceeds 20 in a stat used in the formula. Each modifier's contribution is rounded down.
Wind Armor: 11 + (Dex Mod * 1.75)
Water Armor: 13 + (Dex Mod * 0.75)
Earth Armor: 14 + (Con Mod * 1)
Fire Armor: 10 + (Dex Mod * 1) + (Spellcasting Mod * 0.5)
Lightning Armor: 11 + (Dex Mod * 1.5) + (Cha Mod * 0.25)
Ice Armor: 13 + (Dex Mod * 0.75) + (Wis Mod * 0.75)
Metal Armor: 14 + (Str Mod * 1)
Life Armor: 10 + (Dex Mod * 0.75) + (Spellcasting Mod * 0.75)
When a creature uses an elemental attack it will have one of five states. These are resistance (1/2 damage taken rounded down, advantage on saves), partial resistance (3/4 damage taken rounded down), neutral (full damage), partial vulnerability (1.5x damage taken rounded up), and vulnerability (2x damage rounded up, disadvantage on saves). It is important to note her that a give creature can either be manifesting an elemental armor or can be using a given formula due to being natively part of the element, like a fire elemental. A creature that is natively part of the elemental will immediately suffer the resistance and vulnerability. A creature that is manifesting the armor will be resistant or vulnerable to the next attack. If you are attacked water/water the only the second water attack will be resisted or have vulnerability. If you are attacked water/wind/water then none of those attacks will be resisted or have vulnerability.